Kill Adult: 1–3
|“||Jens spent most of the week working on a new mob; the wolf! You can tame it and order it to follow you around, and it’ll work as a pet. They’re fairly rare, but they won’t despawn once you’ve tamed them.||„|
Java Edition & Legacy Console Edition
Wolves spawn naturally in forests, taiga, mega taiga and cold taiga, as well as the "hills" and "mutated" variants of taiga, mega taiga and cold taiga, in packs of up to 4, but sometimes they may spawn in six.
Wolves only spawn naturally in taiga biomes and their variants. 16.6% will be babies.
Naturally-spawned wolves are untamed, and will become hostile if attacked by the player.
Wolves drop 3 experience when killed by a player or another tamed wolf.
Behavior and appearance
Wolves can exhibit three different states depending on how the user interacts with them:
Wild wolves have gray fur, a drooping tail, and their eyes consist of two white pixels and two black pupils. They are neutral towards the player and will attack rabbits, skeletons and their variants, sheep, and baby turtles[upcoming 1.13] without provocation. However they will run away when spat upon by llamas, depending on the strength of the llama. They will not despawn.
Hostile wolves can be distinguished by their constant growling and fearsome appearance. Their tail becomes straight, their eyes become red and the contrast level of the fur increases, revealing dark patches of bristling hair and a mouth line raised in a slight snarl. Aggressive wolves can see you even if you are invisible.
Tamed wolves can be distinguished from wild or hostile wolves from their eyes since they change to look less aggressive. They have a red collar around their neck, which can be dyed using any color of dye on the wolf. Pressing use on the wolf makes it sit and remain in place while the player is free to move around. Tamed wolves will attack players or mobs that injure their owner, unless the target has the same owner or is on the same team. Standing wolves will attack players or mobs that are attacked by their owner, unless the target has the same owner or is on the same team. They will also not attack creepers, ghasts, or tamed horses regardless of owner. Standing tamed wolves will attack skeletons and their variants without provocation, but not sheep or passive rabbits.
A wolf will become hostile towards a player or other mob that attacks it, unless the attacker is the wolf's owner or is otherwise on the same team, and will also cause nearby wild wolves and standing tamed wolves (in a 33×33×21 cuboid centered on the attacked wolf) to become hostile towards the attacker.
In the Legacy Console Edition, you can have 1-8 wolves[Xbox 360 Edition only][PlayStation 3 Edition only][Wii U Edition only]and 1-16 wolves[Xbox One Edition only][PlayStation 4 Edition only][Nintendo Switch Edition only]
In other editions, you can have as many wolves as you want.
Wolves are 0.85 blocks tall, and baby wolves are 0.425 blocks tall.
Standing tamed wolves will wander randomly when near their owner, but will follow if more than 10 blocks away and will teleport to a nearby free block (if any) if more than 12 blocks away. Besides making travel easier, teleporting can be used to rescue them from lava, water, or pits. Wolves will appear to shake off water after swimming.
- Wolves can be told to "sit" by pressing use on them, and made to stand again with another press of use.
- When originally tamed, they will start off sitting.
- While sitting, they will not follow the player. However, if their owner fights a mob near them, they are still likely to join the fight. When the fight is over, they will go back to sitting (if in water, they won't sit until they are on dry land). They will sit at their new location instead of returning to wherever they were previously.
- Wolves will stand up and follow the player if pushed into water or injured while sitting.
- Wolves can find paths to their targets if attacking, even in craters. They will also navigate along the edges of cliffs, but will occasionally take drops long enough to damage them.
- Wolves attack their targets running at player's walking speed and by leaping at them in exactly the same manner as spiders, but cause no damage while in midair. Tamed wolves will attack an animal the player starts to attack. They also can navigate and turn around in 1 × 1 horizontal tunnels.
- After emerging from the water, a wolf will shake the water off their fur.
Tamed wolves will teleport to their owner if they are more than 12 blocks away, with a few caveats.
- Teleporting resets the focus of a tamed wolf, so if a wolf is attacking a mob and teleports beside a player, it will resume following the player.
- It is possible for tamed wolves to teleport to an inaccessible location and be injured or die of suffocation as a result.
A wolf will not teleport:
- If the wolf has been ordered to sit.
- Exception: The wolf is likely to teleport if it is injured while sitting (it will no longer be sitting after it teleports). An example is if a wolf that is sitting is hit by another player, it will teleport to their owner.
- Exception: If the wolf is in a loaded chunk, and the player gets damaged by a mob, there's a chance the wolf will get up from sitting, causing them to teleport if the player is far away, then attacking the player's attacker and sitting down afterwards.
- If the wolf is in a minecart.
- If the wolf has been attached to a fence post with a lead.
- If the wolf is in an unloaded chunk.
- If none of the blocks on the edge of a 5×5×1 region centered on the player are transparent blocks with a solid block below and another transparent block above.
- If the player is in another dimension; a wolf will remain in its current dimension until the player returns. However, wolves can be transported to another dimension by pushing them into the portal first.
Taming, health and feeding
A wolf can be tamed by feeding it bones. Once tamed, a wolf will not accept any more bones. Note that the number of bones required is random – each bone has a ⅓ chance of taming the wolf. If the wolf is tamed, it will get a red collar and (if not swimming) the wolf will sit down. Currently, there is no limit to the number of wolves the player can tame. A wolf's tail will rise and lower depending on its health. The exact health of an individual wolf can be determined by measuring the angle between its hind legs and tail. The angle indicates the percentage of health that the wolf has. Wild wolves have a maximum health of 8 (), so their tails will always remain significantly lower than those of tamed wolves. Tamed wolves can be healed by feeding them any sort of meat other than fish; listed below, this will restore as much of the wolf's health as the same food would restore hunger points when eaten by the player.
|1 ()||Raw Chicken can be fed to wolves without making them get the Hunger status effect.|
|2 ()||Can be fed to wolves without making them get food poisoning.|
In Bedrock Edition, raw or cooked fish can also be used.
Puppies have only 8 () health when born, but their maximum health is the same as an adult's - 20 (), and they can be raised to full health by feeding them any meat listed above or using splash potions of healing. Note that wolves do not get food poisoning, so they can freely eat rotten flesh or raw chicken. Feeding a tamed wolf which is already at full health will usually start the "love mode" animation.
A tamed wolf's collar color can be changed by using a dye on the wolf.
Wolves can be bred, if tamed and at full health, through the use of any type of meat listed above.
The growth of baby wolves can be slowly accelerated using any type of meat. Each use takes 10% off the remaining time to grow up.
Breeding two wolves that recognize someone else as an owner will cause the puppy to also be owned by the owner of the original two wolves. If two tamed wolves with different owners are bred, the puppy will usually be owned by the owner of the wolf bred last.
- See also: Chunk format
Wolves have entity data associated with them that contain various properties of the mob. Their entity ID is
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Additional fields for mobs that can be tamed by players see Template:Nbt inherit/tameable/template
Angry: 1 or 0 (true/false) - true if the wolf is angry.
CollarColor: The dye color of this wolf's collar. Present even for wild wolves (but does not render); default value is 14.
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
||Leader Of The Pack||Befriend five Wolves.||This does not have to be in a single game, so multiple games or reloading old saves does count toward this achievement.||Xbox One||Yes||Yes||Wii U, Switch||20G||Silver|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|The Parrots and the Bats||Breed two animals together||Husbandry||Breed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement.|
|Best Friends Forever||Tame an animal||Husbandry||Tame one of the 5 types of mob that are tamable.|
|Two by Two||Breed all the animals!||The Parrots and the Bats||Breed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement.|
|March 2, 2011||Notch confirmed the addition of wolves after having breakfast with an idol of his (likely Peter Molyneux).|
|March 18, 2011||Jeb posted a video preview of the wolves he was working on.|
|A glitch was encountered where if the player's wolf was not sitting when the player logged off, it would become wild and the player would have to tame it again. This problem was fixed a couple of updates after wolves were first introduced.|
|1.5||Prior to this update, wolves continuously made whimpering noises even when they were at full health in SMP because Jeb accidentally used client-side health instead of synced health.|
|1.6||Prior to this update, players hurting themselves with arrows would cause all of their tamed wolves to attack the player.|
|1.8||Just like farm animals, wolves don't despawn, and they spawn rarely. Most generate with the world.|
|1.1||Wolves only despawn when hostile; passive and tamed wolves will not.|
|1.2.1||12w03a||Prior to this update, breeding wolves with wheat caused a bug which made them sit forever.|
|Wolves can be bred through the use of any type of meat such as chicken (raw or cooked), pork (raw or cooked), beef (raw or cooked), and rotten flesh if tamed and at full health.|
|1.4.2||12w34a||Tamed wolves have dye-able collars.|
|1.4.5||Added baby untamed wolves. Only spawn in creative via mob egg|
|1.6.1||Passive untamed wolves despawn, but only after at least two minutes.|
|1.6.2||Wolves, along with zombies, creepers and skeletons, no longer turn hostile by the the player when attacked in Creative mode.|
|1.8||14w02a||Baby wolves growth can be accelerated using raw or cooked chicken, raw or cooked porkchop, raw or cooked beef and rotten flesh.|
|14w05b||Tamed wolf collars are no longer visible when they have the Invisibility effect.|
|14w10a||Wolves (both wild and tamed) now chase and attack both regular and Wither skeletons.|
|Tamed Wolves named using a name tag now display death messages to the owner.|
|14w18a||Collar color now defaults to orange rather than red.|
|1.9||15w38a||All tamed wolves – even unnamed ones – now display death messages to their owner.|
|15w39a||Wolves are slightly taller (0.85 blocks tall rather than 0.8, with babies 0.425 blocks tall rather than 0.4).|
|15w46a||Collar color again defaults to red.|
|1.10||16w21a||Untamed wolves no longer despawn.|
|1.11||16w32a||Changed entity ID from |
|Upcoming Java Edition|
|1.13||18w07a||Wolves now attack baby turtles.|
|Pocket Edition Alpha|
|0.9.0||build 1||Added wolves.|
|build 2||Wolves now have sounds.|
|build 9||Wolves now have interact buttons at the bottom of the screen to tame and sit them.|
|0.11.0||build 1||Wolves' collars are now dyeable.|
|0.12.1||build 11||Tamed wolves now attack target when it was hit with a bow.|
|0.14.0||build 1||Baby zombie jockeys will now check for nearby adult wolves to mount prior to attacking the player.|
|0.16.0||build 4||Will now damage player in peaceful difficulty.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||Added wolves.|
|TU14||1.04||Tamed wolves have dye-able collars.|
|TU31||CU19||1.22||Patch 3||Collar color now defaults to orange rather than red.|
|Baby wolves growth can be accelerated using raw or cooked chicken, raw or cooked porkchop, raw or cooked beef and rotten flesh.|
Issues relating to “Wolf”, “Wolves”, or ”Dog“ are maintained on the issue tracker. Report issues there.
- If a tamed wolf is named with a name tag, its name is shown in the chat when killed.
- Wolves do not trample crops (but they can destroy them by jumping on them.).
- Wolves can teleport into transparent blocks.
- If you attack a wolf and then give the aggressive wolf food that it can eat (like rotten flesh), hearts will appear as animals do when entering breeding mode, however the wolf will not breed and will continue attacking the player.
- In singleplayer, if you punch a wild wolf and leave its field of vision, it will stare at you and not move at all. Going back into its range will make it continue pursuing you.
- Aggressive wolves have the path-finding of most mobs, such as going around pits, but may sometimes try to jump to get a player that's separated by a 1-2 block gap. In two block gaps, they won't make the jump and fall, but may manage to damage the player.
- Killing your own tamed wolves will still make them drop experience.
- Untamed wolves use their hostile appearance when they are attacking sheep, skeletons, or rabbits. They will change back once the targeted mob dies or gets out of their range.
- Attacking a wild wolf on peaceful won't damage you, but they assume the hostile appearance and try to push you, similar to a baby slime.
- A wild baby wolf's head grows significantly when attacked.
- If the player attacks a wolf, but then moves a large distance away (e.g. 70 blocks), the wolf will still appear hostile but will exhibit neutral behavior
The first screenshot of wolves
The second screenshot of wolves. Here, Jeb implemented sitting.